uniform mat4 g_WorldViewProjectionMatrix;

attribute vec3 inPosition;
attribute vec2 inTexCoord;
attribute vec4 inColor;

varying vec4 vertColor;
varying vec2 texCoord;

void main(){
    gl_Position = g_WorldViewProjectionMatrix * vec4(inPosition, 1.0);
    texCoord = inTexCoord;
    vertColor = inColor;
}